//保存数据到本地 public static void SaveDataToLocal() { Directory.CreateDirectory(DataPah); EntitasData data = new EntitasData(); data.ViewPath = ViewPath; data.ServicePath = ServicePath; data.SystemPath = SystemPath; data.ServiceManagerPath = ServiceManagerPath; data.GameFeaturePath = GameFeaturePath; data.InputFeaturePath = InputFeaturePath; data.ViewFeaturePath = ViewFeaturePath; AssetDatabase.CreateAsset(data, DataPah + DataFileName); }
//从本地读取数据 private static void ReadDataFromLocal() { EntitasData data = AssetDatabase.LoadAssetAtPath <EntitasData>(DataPah + DataFileName); if (data != null) { ViewPath = data.ViewPath; ServicePath = data.ServicePath; SystemPath = data.SystemPath; ServiceManagerPath = data.ServiceManagerPath; GameFeaturePath = data.GameFeaturePath; InputFeaturePath = data.InputFeaturePath; ViewFeaturePath = data.ViewFeaturePath; } }